Smiling_Joe

Legend
  • Posts

    1131
  • Joined

  1. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Essence Boost isn't always up. I still think Dwarf adds a good amount of versatility if you decide you want to use it.
    Oh, but it is. If you've got enough recharge to get Light Form Perma, you also have perma Essence Boost.

    And I will. Oh, I will.


    Quote:
    I was under the impression that Human form had better single target damage and nova form had better aoe damage. You obviously know much more about this than I do, but the only point I was trying to make is that both Nova and Dwarf form will see the benefits of the Peacebringer buffs.
    Well, the point about AoE damage is a valid one. The question is: does that slight edge in AoE damage make Nova worth taking, or can Human Form kill single targets quicker with its fuller attack chain?

    Add to that the fact that Novas' AoE attack chain is pretty much outclassed by virtually every other AoE archetype, and I'm definitely going to stay human.

    Nova doesn't suffer as badly as Dwarf from being obviated, but its one advantage is still not enough to make it worth taking.

    Quote:
    They're still functioning differently- These powers are not situational like Eclipse and Mire. They will be just as effective against one single hard target which can't be said for the Warshade powers.
    Fair enough, but when the rationale behind the changes to the powers was to normalize them with their Warshade counterparts (as the patch notes state) one expects at least normalized performance between Warshades and Peacebringers, which we haven't got.

    And even though the functionality is different, the utility is the same. Peacebringer and Warshade builds just got a lot closer in terms of slotting, and the conditions for using them remain the only aesthetic difference.

    And to those of us who don't care as much about performance as we do concept (and believe it or not I am one of those) their appearance is at least as important as their function. To all appearances we've taken a huge step toward looking like bright warshades.

    And in return we're still only half as effective.

    EDIT - and yes, I am aware of the duality of caring about the appearance of two powers for concept reasons while at the same time arguing that the forms should be more than just concept. I am who I am. I'm willing to live with the change to the concepts; I'm not willing to live with the forms being irrelevant.

    DOUBLE EDIT - only I am apparently willing to live with the forms being irrelevant, since I'll most probably be going human form after Freedom launches. That's more me being resigned to it, though.
  2. Quote:
    Originally Posted by Zamuel View Post
    Any particular reason why you single out White Dwarf as opposed to both Dwarf forms?
    Black Dwarf doesn't need it. Eclipse gives resistances to all, and these can be capped with minimal effort and risk (yes, I KNOW you have to be in a group of enemies to use Eclipse, but you've got powers in both your primary and secondary that let you stun them, group them, stealth them and take their wallets. It's more than safe.)

    What keeps Black Dwarf relevant is that (a) Human Form by itself does miserable damage on a warshade, and (b) eclipse doesn't come with Mez protection.

    Light Form does. Human form Peacebringers can outdamage White Dwarf. Therefore there is no reason whatsoever to take White Dwarf. Unless you like teleport.

    Thus the suggestion to give White Dwarf resistance to ALL damage. If Black Dwarf can act as a heavy scrapper and be the damage dealer, then let White Dwarf be the true tank.


    EDIT - and notice that I didn't single out Bright Nova....
  3. Quote:
    Originally Posted by TwoHeadedBoy View Post
    Light Form carrying over to Dwarf will increase its' survivability-
    What's the point? With Light Form able to be made Perma, it will mean that human form - with one Dull Pain Clone, one Reconstruction Clone, accolades and moderate set investment will have roughly the same hit points, have mez protection, be more survivable, have access to pool toggles AND have far greater damage potential.

    It isn't that Dwarf doesn't benefit - it's that it's just been made irrelevent.

    Quote:
    Same can be said for Nova. Inner Light's longer duration will make it far more beneficial to forms than buildup was.
    Except that Nova gets its damage from an overcomplicated and obsolete formula designed to limit nova's damage potential with the damage cap. By using the 45% inherent boost to a nova's damage, nova form will cap out 45% quicker than human.

    And when human form can outdamage nova anyway AND has a better attack chain AND is far, far more survivable, Nova is in the same position that Dwarf is in.

    It benefits from the changes, but is made ALMOST irrelevant by them.

    Quote:
    No one is asking for PB's to be Warshade clones. They are meant to function differently, the reason that Warshades are brought up so often in discussions about PB improvement is because there is a huge performance gap. Many people have provided suggestions here to help bridge that gap, none of which (at least the good ones) involve making Peacebringers anything close to Warshade clones.
    Except, you know, the whole "make build up last 30 seconds like mire" and "make Light Form not lock out the forms and be permable like eclipse" suggestions.

    Which were, in case you hadn't noticed, just about the only ones that were listened to.
  4. I said it further up in the thread several times, but - given what appears to be a propensity on the part of the developers to ONLY address the most recent one or two pages of a thread or forum - I'll say it again:

    My complaints with the human-bias in these changes would be largely mitigated by doing two things (one for each form):
    • Give White Dwarf damage resistance to ALL forms of damage in equal proportions.
    • Remove Nova's 45% damage boost and increase the base damage of the Nova Form attacks by the same amount.

    IMHO That's ALL that's needed to make these changes balanced across the forms, it wouldn't directly affect the changes made one way or the other (ie- suddenly make Peacebringers overpowered) AND it's small enough that it can be done before it goes live.

    EDIT - in case anyone is wondering what the change to Nova would accomplish - currently the 45% damage boost is added to the attack's base damage like the enhancement percentages and build up (inner light, whatever). If that were taken away and the powers' base damage were upped by 45%, all modifiers like enhancements and build up would affect the larger base numbers, bringing Nova's single target damage potential up from 101 dps in my comparison to 120 dps - which is a bit above human form. It would also effectively raise nova's damage cap.

    EDIT (the sequel) - If anyone worries that 120 dps is overpowered for a Bright Nova, here's your baseline - to overcome your standard archvillain-class character's regeneration rate, you'd need to crank out somewhere around 121-125 dps after resistances are taken into account, am I right?

    EDIT (third time's the charm) - See, Zenyth? I didn't mention Photon Seekers EVEN ONCE in any of that! Aren'tcha proud of me?

    ....except I just did. Drat.
  5. Quote:
    Originally Posted by Cold_X View Post
    They're not going to make Peacebringers /WP no matter how much people want it or give PBs Mind Link because +def is what everyone does now with IOs.
    Where, specifically, are you getting that people are asking to make Peacebringers /WP or to give them Mindlink? Got a quote for me? Or is that just hyperbole?

    Quote:
    PBs are extremely survivable as it is and holes exist for a reason. They have great Res, ok damage that is getting better with these changes, a self heal, +max hp, mezz protection in the form of lightform (which no longer has a crash) is tough stuff. With a good +rech your heal is up all the time, so dying on a PB should be rare as is.
    It's not a matter of Peacebringers being unable to survive - ANY archetype is
    "extremely survivable" if played correctly. It's a matter of performance. But before I go any further, let me (AGAIN) post the numbers that I did a few pages back that resulted from the numerical comparison between Peacebringers and their nearest kin Warshades:

    Quote:
    Peacebringers

    Single Target DPS Potential:
    Human: 117
    Dwarf: 82
    Nova: 101

    AoE DPS Potential:
    Human: 170
    Dwarf: 137
    Nova: 196

    Max Survivable DPS:
    Human: 165
    Dwarf: 331
    Nova: 106

    Fatal Burst:
    Human: 5387
    Dwarf: 10773
    Nova: 3859

    Warshades

    Single Target DPS Potential:
    Human: 186
    Dwarf: 196
    Nova: 182

    AoE DPS Potential:
    Human: 264
    Dwarf: 302
    Nova: 383

    Max Survivable DPS:
    Human: 1 Foe=99 10 Foes=876
    Dwarf: 1 Foe=345 10 Foes=1506
    Nova: 1 Foe=82 10 Foes=868

    Fatal Burst:
    Human: 1 Foe=1772 10 Foes=3981
    Dwarf: 1 Foe=6476 10 Foes=9169
    Nova: 1 Foe=1478 10 Foes=3941
    This data is derived from two spreadsheets:

    Peacebringer Analysis

    Warshade Analysis

    Feel free to check the math if you're so inclined.

    Now that that is out of the way, I've numerically proven that - even with the changes - Warshades will still be more survivable than Peacebringers (Just barely, due partly to the Psi resistance in Eclipse but also to the harmony in their mitigation tools) AND they will SUBSTANTIALLY (read that as: INSANELY TO THE POINT OF INSULTINGLY) out-damage Peacebringers.

    But let's not quibble over the subjectivity of phrases like "okay damage" and "extremely survivable." Let's not look at anything but Peacebringers.

    Is it balanced at all to you that human form can cap its own damage resistance and give itself even limited mez protection on a potentially permanent basis when that was ostensibly what dwarf form was supposed to give us? When human form outperforms dwarf form to the extent that dwarf form becomes only marginally better in only one area (slightly better mez protection) then it's out of balance in my opinion. But I'll lay dimes to dollars that you personally don't care about dwarf form. Just a hunch on my part.

    But what about nova form? Look at the damage numbers. Human form out-damages nova form against single targets, and nova is only marginally better at aoe (and it also has knockback). Now that Solar Flare can be used from the air, even the flight advantage is marginalized. Seem balanced to you?

    Judging by this part, however:
    Quote:
    My biggest complaint ever was mezz protection on PBs, and they got it. It dumbfounds me that they ignore the KB issue though. Hand Clap animation sucks as it is. I rather have the Foot stomp animation.
    I have a feeling that you play exclusively in human form. In which case the changes ARE awesome. I'll be joining you soon.
  6. Quote:
    Originally Posted by UberRod View Post
    Here I thought the Kheldian surprise was that they were dumping the Kheldians and introducing a good Hero Epic AT...
    You think you're funny. But one dark night you'll be on a pug, and when you least expect it I'll be ON UR TEAM, KNOCKIN' ALL UR SKULZ OUT OF KILLZ RANGE!!!111!!!!
  7. Quote:
    Originally Posted by MisterD View Post
    Lightform gets status protection now? Did it always have that? And does Eclipse? I'm sure I recall being held while Eclipsed on my WS..seems a bit..unfair?
    Light Form has always had status protection. Before these changes, it was balanced because Light Form locked you out of forms, whereas an eclipsed Warshade could always go Dwarf to break mez.

    Now? ::shrugs::

    I'm already on record wondering what Arbiter Hawk is thinking.
  8. Quote:
    Originally Posted by Grey Pilgrim View Post
    And... that's saddening. First Evil Geko, now you.
    Whoa, there, cowboy! I'm sick of spreadsheets, not Peacebringers! I'm not abandoning the archetype or anything so dramatic as all that. The most dramatic thing I intend to do when these changes go live - and I believe they will go live as is - will be respeccing out of my two non-human forms and rocking a human form build.

    ....which is saddening in it's own way, since I've long been a tri-form enthusiast. There's just not enough of a reason to take the forms now.

    Quote:
    Originally Posted by Zenyth View Post
    Okay, first off, with the latest changes Human form needs more resists like it needs a hole in the head. So Im giving that one a big "NO! Bad Paragon!" on that one. Give us something else...anything else really, how bout some defense? Or Recovery? Or just about anything BUT resist. We don't need resist...really we don't...

    Nova, more damage, our damage cap is 300%, nova grants 45%, we'll potentially be able to stack inner light...at least twice, so around 56%-57% from that...and then we're getting 20% from every defensive AT we've got on our team. Thats not counting any people running assault, or fulcrum shifts, or fortitudes, etc...so we're skirting the damage cap fairly close too (Warshades are banging their heads against it). Right now theres shift times that'll keep the stacking of inner light down, but if/when they do/should lower them...well, right now its 3 seconds every 30, if it stacks that'll go down, if shift goes down it loses alot of the annoyance factor for keeping it running.

    Dwarf...eh, more HP is more HP...but we cap off essence boost don't we? I don't recall the exact max HP for us, I just know essence boost good, and use it..heh

    Anyways...on to a serious point.

    We're doing alot of grumbling and griping right now, and rightfully so, more wonky decisions for a wonky AT that we've been claiming has had wonky decisions for years now. I do however want to make it clear, that I do appreciate Paragon actually making some attempts at this, I really do...I just definitely want them to get it right, and I really wish they'd talk to us, bounce ideas off us, tell us why our ideas may or may not work...
    This. AT FIRST GLANCE, that IO is the most poorly designed piece of faldercarp I've seen come down the pike since I started playing this game six years ago.

    Like Zenyth says, Essence Boost + Dwarf Form puts a Peacebringer at the hit point cap, and they want to give dwarf form more Hit Points?

    Nova can't cap damage quite so easily (With effective slotting, it still takes Inner light in conjunction with six tankers, defenders or masterminds on the team for an SO'd Nova to cap its damage outside of external damage buffs) but even that is ridiculously underwhelming.

    But given the changes they just made to light form, giving human form more resists is the absolute DUMBEST design decision I've seen in a long while.

    Or at least it would be, if what is in that image is all there is to those IO's. That's why I can't believe that's all there is to it. Nobody's that stupid.

    I know you can pass the damage cap with proc effects - I wonder if there is some way to bypass the hit point and resistance caps as well?

    I just can't believe that even made it off the drawing board without somebody on the developer side at least looking at the caps. They had to have taken that into account in some way we haven't guessed.

    Maybe they're raising the caps.


    ....too soon? (yes, that last sentence was a joke)
  9. Quote:
    Originally Posted by Zenyth View Post
    As opposed to the 7 year joke they've been playing on Khelds?

    To be perfectly honest, im surprised and a bit disappointed that we haven't gotten anything but Zwillinger's squid picture in here. I mean, there's only one thread on the discussion forum right now with more posts...and that's the stickied level bump thread.

    I think that says something.
    To me, it says they're done with Peacebringers for a while, and aren't really interested in our feedback at this point.

    If anyone is curious, I copied/modified the spreadsheet that reflected the new Peacebringers so that it now shows what kind of damage and survivability we would get on a team with three support archetypes and three damage archetypes.

    If you're curious, it's here.

    Feel free to copy it to your desktop and play with the number of team members on each page. Hell, feel free to plug your own build in (the damage and resistance numbers will cap where appropriate).

    Otherwise, read on for the relevant numbers:

    With three "support" characters on the team, the example build's human form damage potential looks like:

    Single Target: 143
    AoE: 204

    Nova's is:
    Single Target: 121
    AoE: 232

    Dwarf's is:
    Single Target: 102
    AoE: 166

    The survivability goes up as well, but in the interest of brevity I'm just going to let the curious click the link and look for themselves.

    I'm not going to bother to do a warshade counterpart this time. We all know about what it would show.

    This is probably my last spreadsheet on the topic. Pretty sick of doing them, to be honest.
  10. Quote:
    Originally Posted by Emberly View Post
    I'm pretty sure that's fixed now.
    I'd heard that as well - which is good news if your target is still alive. If your target's a corpse, however, will it still fail to summon an essence if it disappears mid-cast?
  11. Quote:
    Originally Posted by Zenyth View Post
    It benefits us in not having to chase enemies down because half of our abilities are designed for close range. Matter of fact, lets take a look at our primary...

    Five Powers are "ranged" Gleaming bolt, glinting eye, gleaming blast, Luminous Detonation, and Proton Scatter. Five are "close", Radiant Strike, Incandescent Strike, Pulsar (PBAoE), Dawn Strike (Nother PBAoE), Solar Flare (Yet more PBAoE), and Photon Seekers (So dumb they might as well be PBAoE). Of all those powers three of the four PBAoE's knockback, all at a rate of 50% or greater, only two of the ranged ones do (Luminous Detonation at 50%, Gleaming Blast at 10%). So we're kinda directly being discouraged from using the PBAoE thanks to the knockback, but they're also some of our best powers...and includes one of our few mez tools. However, it also discourages the use of our OTHER mez tool (And strongest single target attack) in Incandescent strike since we're having to chase down all the guys we just sent flying all over the place because its melee.

    Something to keep in mind though is that changing the knockback to knockdown isnt just a benefit to us, it benefits our GROUP (Something our inherent encourages us to you know...do) in that we aren't throwing enemies all willy nilly, making THEM chase down enemies to use THEIR attacks.

    I dont buy the "It might be overpowered" line...I dont buy it at all...

    Is the annoyance factor a valid arguement? Yes, yes it is. Half of our abilities are designed for up close combat, half aren't. Should one side suffer? No, but people who like knockback can get it back just by devoting one slot in the powers with it to a knockback enhancement. People who dont want knockback cant devote an enhancement slot to removing it. I wish we could make everyone happy, but unless we make doubles of every power, one with knockback, one with knockdown, somebody isnt gonna be happy...and I highly doubt we'll get mirrors of all the powers...
    ::shrug:: I don't mind spending the .5 seconds it takes to chase enemies down, or the .5 seconds it takes to position to knock them into a wall or something. I also don't mind punching them where they fall, should they be knocked down.

    Punch'em here, punch'em there. Makes no difference to me, so I won't mind one way or the other.

    But I also don't buy the kd=overpowered argument. On another set and archetype - like Electric Melee, for example - it makes more sense. Oh, wait. Electric Melee does knockdown, doesn't it? So all of those EM/Shield scraps and brutes aren't overpowered compared to other sets in their archetype?

    Oh, wait. Shield Charge does knockdown too, doesn't it?

    Huh.
  12. Quote:
    Originally Posted by Grey Pilgrim View Post
    I also think Cosmic Balance needs some adjusting so it works more nicely with forms. Things like making Nova have a higher damage cap to work with it better, or making CB buff less so our other powers can function better while solo or on small teams (or when we move a little away from our teammates), etc., would all be helpful. I think CB is making things more difficult to balance than it should, even if I like how insanely you can be buffed on an 8 man team.
    I think I would be fine with CB as it is if it weren't for the way that it works with Nova Form. Because Nova works by granting access to the four attacks AND a 45% damage boost, that means that Nova smashes its head on the damage ceiling 45% faster than the other two forms, and also means that Bright Nova (and Dark Nova) gets far less benefit from reaching the damage cap than the other forms. A damage-capped nova is only slightly more powerful than a damage-capped human.

    Remove that 45% damage boost and translate that power directly to the nova attacks, and you've got a much more balanced picture between the forms, and can THEN adjust the overall damage with more predictable results.

    Quote:
    For the KB in Solar Flare, I know you can land another attack right after it goes off (AOE or otherwise), but that's it. I make use of this with all my Blasters (M80 followed by Full Auto is helpful on an AR Blaster to cut down on return fire while Full Auto is animating).

    It's still less useful on a melee AT, because once the target is out of range, you can't land any more hits. That's why KB on a melee AT is a detriment. It really shouldn't be seen as a surprise that the devs are acknowledging this, either... they did as much when they made all those melee KB powers do KD back in I10. Still, I would say KB is kept in ranged powers because it is a help there. Nova form or Blasters don't really care if it gets KB'd, because they can follow up just fine.
    But my point is that a Peacebringer really doesn't have many options outside of that second AoE. Hit Solar Flare/Luminous Detonation, and THEN what? I suppose if SF did knockdown you could hit Dawn Strike or Photon Seekers, but those are "spawn killers." They'd kill the spawn if they're the second attack just as easily as if they're the third attack. In fact, to use them as a third attack would just waste the excess damage potential. Proton Scatter is a cone, so you'd jump back out to use it anyway. In fact, I'd argue that the knockback in SF actually works to Proton Scatter's benefit.

    I suppose Pulsar could be thrown in on a knocked-down spawn, but what's stopping me right now from hitting that first, THEN hitting Solar Flare and a second attack? Nova and Dwarf form each has one AOE, but the animation time (2.224 seconds arcanatime, or thereabouts)

    My point is that PEACEBRINGERS aren't going to be that much more powerful if SF is changed to KD, because they don't have enough AoE attacks in human form to leverage the advantage, and switching to forms only yields two more at the cost of almost five seconds wasted just animating the shape shift.

    Would it give us more tactical options? Sure. Would it overpower our damage capabilities? I'm not seeing how.

    But - as I said - I don't really have a row to hoe in the argument, because I don't see how (outside of the annoyance factor) having kd in Solar Flare instead of kb would really benefit us all that much.

    Quote:
    What is surprising is that Arbiter Hawk is seeing that and a change to Pulsar as too much of a change on top of the changes we have now (this is an important distinction to make, probably... he just doesn't want to give us too many adjustments and then have to take some away, or so it sounds like). I disagree with that and am surprised by it, since those two requests aren't as changing for performance as an adjustment to Cosmic Balance or something like that.

    Castle once said that the game is balanced around SOs, but that he still had to account for IO builds (which they do with recharge numbers, etc., for powerful attacks), which is a good design approach. Even though he is gone, the devs still seem to aim for that, I would say. And yes, +4/8 is not a balance line at all. I play ATs and powerset combos that people say they can face that kind of thing, but I don't play at that difficulty level. I know I can do it with my Fire/Fire Tank in RWZ, at least, but I didn't find it all that fun. It was a tough, tricky thing to do (though I could probably make him even tougher if I had more inf), and didn't find it all that fun.

    And then I have characters that definitely could not do it. I'm fine at being at x2-x4 on most of my guys. That's where I'm comfortably between too easy and too hard, and where I have fun.

    I do wish KB had another, similar setting (you KB or KD). Probably the best option we have right now is to make Solar Flare KD, and you can slot for the KB if you want. I know that still won't make some happy, but I think it's better than where we sit right now.
    [/quote]

    Actually, after reading what you said about keeping IO's in mind, I can kinda see what Arbiter Hawk was thinking. With IO builds you're going to have a PERMANENT 30-ish percent buff to damage across all forms, the catch being that you have to drop to human periodically to claim it. You're also going to have some sort of PERMANENT mez protection across all forms, and some pretty significant damage resistance across all forms. Again, you're going to have to drop to human form to claim it.

    It's almost as if he was afraid we'd never feel the need to drop to human form, so he sort of tried to force the issue by tying those two powers to human form specifcially. (And also why we'll never likely see Inner Light clickable in forms)

    Problem with that is that he really didn't give us any reason to switch to the forms in the first place. The shields toggle off when in form, so dropping to human form is going to mean lesser resistances if and until you get the toggles back up. Dwarf doesn't give any real damage resistance that can't be attained from taking all three shields with perma light form, and now that human form only gives slightly less mez protection than it did I won't even need to use Dwarf to break mez.

    There's slightly more reason to go nova for AOE potential, but even that can be eclipsed by human form's newfound single target damage.

    It's not that the forms are somehow less balanced than they were, it's just that there's so much more incentive given now to stay in human form that Nova and Dwarf have become inconvenient.
  13. Quote:
    Originally Posted by SkarmoryThePG View Post
    pretty sure they fixed the damage: also, the alternative is the power having a flat 1 in 20 chance of completely failing to work, which would be infinitely more frustrating.
    Depending on who I'm fighting, I have that now with Void Judgement.

    It's actually really funny, and I've laughed out loud multiple times over it:

    As an ancient history buff, the ITF is my favorite TF in the game. Many is the time lately that I"ve run first into a room full of spawns in the first mission only to have someone with Ionic cast it from the door and kill every. single. Roman. in the room before I can close on the first spawn.

    Okay, fair's fair. Next room I know that player's judgement isn't recharged, so I jump in and hit my Tier 4 Void Judgement.

    Miss! MISS! Miss! Miss! MISS!! Miss! Miss! Miss! Miss! Miss! MISSITY-Miss! Miss!

    "Aw..... stupid Cimeroaran Phalanx Fighting."

    Then the scrapper shield charges my spawn.

    "Aw...."

    Ya gotta admit there's no small amount of humor there. Right? Right??

    I do still love that TF, though.

    Okay, threadjack over. Nothing to see but dead Romans here.
  14. Quote:
    Originally Posted by EvilGeko View Post
    Why are Electric/Shields and Fire/Shield characters so unbelievably potent? Because they can take out whole spawns with two AoEs back to back. No scatter, no loss in mitigation, no loss in damage.
    I can do that right now with Photon Seekers/Dawn Strike, and BOTH powers deal massive knockback.

    I also find it quite funny that the developers are worried about knockdown making Peacebringers do too much damage in a world where powers like Shield Charge and Lightning Rod can coexist with Judgement attacks that can decimate MULTIPLE SPAWNS with one cast (looking at you, Ionic Judgement).

    True, my PB has a tier 4 judgement power (although I'm still wrapping my head around the logic that said Ioninc being autohit AND doing twice the damage of the other powers is balanced based on the chance - that was brought significantly down - that it might not jump to another mob).

    But if they're okay with THOSE levels of damage, then why draw the line at something as silly and comparably inconsequential as changing the knockback in a mediocre aoe to knockdown?

    O.o
  15. Quote:
    Originally Posted by IronAlex View Post
    I like the change.. just tweak the crash and we got a winner..
    ...for human form.

    That being said, give Nova comparable direct damage to the powers in lieu of the 45% damage boost and give Dwarf Psi resistance and I'd have MUCH less opinion.
  16. Quote:
    Originally Posted by Grey Pilgrim View Post
    Okay, I've seen you say this here, and then elsewhere say that human form's AOEs are as good as Nova's. Where are you getting that info?
    From a set of numbers resulting from a flawed equation. In other words, I'm wrong. After the excitement of seeing my favorite archetype receiving a buff finally wore off, I got some sleep and looked at my numbers again. One factor was missing in the new weighted build up equation for Bright Nova, resulting in making it appear that it had less damage potential than it had.

    Um... sorry? 'Cause the numbers were really skewed as a result. REALLY skewed.

    Originally I posted that Nova's Single Target Damage Potential was 88 dps. With the correct formula in place that number now sits at 101 dps (which is still 16 dps below the human form's score of 117). Where the AoE potential before the correction was 173 dps, it's now more correctly stated as 196 dps (compared against the human form's 170)

    So. To Flux Vector and Grey Pilgrim: my bad. To the developers: really sorry about that.

    Great. Now I have to go back and edit all my posts with the correct data. Stupid, stupid Joe.

    HOWEVER, I do think Nova should have more damage potential than that. My reasoning is that a Nova can cap its damage much, much quicker than human form. My wish for Nova form is that the 45% damage boost be removed and a balanced amount of that damage be added directly to the attacks. That way Cosmic Balance won't cap Nova's damage potential quite so easily.


    Quote:
    Also, to respond to the above, Solar Flare would up a Peacebringer's damage and survivability. Pulsar and human form's best two attacks are all melee ranged, meaning Solar Flare scatters them away from your best follow up powers. If Solar Flare did KD, you could use your best AOE power, and follow it up with either some direct mitgation or your best damage.
    But my point is that I can do that right now! So long as the flying bodies are still within range of my follow-up's aoe when I start the animation, they'll still take the damage, even if they're across the room and back on their feet when the animation finishes. The MOST I would be able to do with KD verses KB is throw in one more PBAoE after the second, because Luminous Detonation, Photon Seekers and Dawn Strike all would still do KB. I suppose I could pop off a Pulsar before I laid down the second AOE, but that doesn't really add to my damage potential.

    That being said, the KB in Solar Flare doesn't bother me one way or the other. I'm just not seeing how KD would give human form that much extra damage potential.

    Quote:
    Arbiter Hawk has explicitly stated that he did not want to make Solar Flare KD at this time, because it might overpower Peacebringers after the other changes on Test. I do not deny that it would improve our performance, but I do disagree that it would overpower Peacebringers. It would bring them more up to level with Warshades and other ATs, as well as allowing their powers to work together more effectively.
    Wait, what? Knockback has always been sold to us as a mitigation tool that we should learn to use and be happy about. In other words, it's there to make us even more powerful through mitigation. Entire sets are based on knockback as a mitigation tool, but Arbiter Hawk's rationale of knockdown in solar flare making Peacebringers overpowered would seem to indicate that he views it - at least in this case - as a negative balancing factor. In other words, it's there to rein in our power.

    How ironic.
  17. Quote:
    Originally Posted by Flux_Vector View Post
    Smiling_Joe, I was looking at the human form attacks and attack chains in specific here, for reasons I'll get to later in my post but that basically boil down to "the forms design we have is terrible and today acts more to hobble peacebringers than to empower them."

    Anyway, for human form attacks, using mids with 'arcanatime' enabled, unslotted and unbuffed we have the following:

    Gleaming Bolt - DPA ~22.5
    Glinting Eye - DPA ~24
    Gleaming Blast - DPA ~39.5

    Then we have:
    Radiant Strike - DPA ~70
    Incandescent Strike - DPA ~48.5

    DPA, or Damage Per Animation, is the real, practical measure of how much offensive power a given ability has - it's not just how hard it hits, it's how quickly it delivers that damage and lets you use another attack again (ie, the reason why Snipes Are Bad).

    When the melee attacks in your chain have two to three times the DPA of the ranged portion of your chain, I think it's safe to say that the ranged attacks are the ones who aren't keeping up their side of the effort.

    And since the melee attacks are fairly slow recharging - and there's only the two of them - you can't really ever hit a point where you're not using any ranged attacks in your human form chain. Truthfully even a high recharge chain like RS-IS-RS-eye-blast-eye is ... 50% ranged.

    The blasts are already pretty fast, too - none is 2 seconds of animation. So they don't need their animations sped up. They just need to do more damage. And having been raised twice without fixing the damage problem I'd have to say the AT scalar's not the problem, the attack stats themselves are.

    Drilling in to one specific issue, I think even if no other changes are made, glinting eye could stand to have its DPA buff to about 30 so it's not so close to gleaming bolt, considering how trivial it is to get bolt to under 0.7 seconds of recharge rate just from global bonuses and making it a 'proc spam' attack instead of enhancing it 'normally.'

    Now looking at nova form, with its toggle buff on but no other buffs and slotting, we have nova bolt at ~34 DPA and nova blast at about 56 DPA. It's not a huge DPA advantage, especially because there's only two of them and you can't really make a chain, but it's a DPA advantage (ie, per your request, I have provided numbers to show that you are factually wrong there).
    I'll grant you that the activation times of the human blasts could come down, but even as they are they're not so far below the nova blasts to merit taking nova.

    Quote:
    If you want to argue that nova isn't as damaging as human at range when you consider attack chains I'd say "possibly, but then the problem is nova not having a tier 3 blast attack at all, not that the attacks it has are weaker when they clearly aren't."
    You're right - I will argue that nova's attack chain prevents it from competing with human form's dps. If I can't pull out pure damage numbers and look at those exclusively, then I'm not going to let you focus solely on dpa.
    Quote:
    But I think the problem with nova form (and dwarf form) is the problem of "being forms." It's a fundamental design problem. It's probably not ever going to be fixed in a useful manner, and it may instead continue to be used as an excuse to keep the AT from performing well in a practical sense in order to justify "keeping the forms useful" - like Castle with dwarf.

    As long as the forms have the design of separate powers from the human form that are linked to them while disabling human form power use, for peacebringers who have many human form powers that are basically direct competitors to the forms ones, there's just not that many places to go. If the human form competitor powers are even in the same ballpark as the shapeshift form linked ones, the humanform's broad power access overall is going to trump shapeshifting.

    But if the human powers aren't competitive, they human form's lack of ability to buff and support the other two forms effectively locks the AT squarely into the lower tiers of play with no way to get out.

    Unless radically changing how the forms work is on the table, Peacebringers will in my opinion be better off letting them become vestigial powers and be glad they finally get a high-functioning humanform out of it.

    Would you rather have three crappy forms or one really good one?

    Edit: Or maybe more accurately - would you rather have your human form 'fighting with' your nova and dwarf forms, or would you rather have it 'win'?
    So your answer is to just buff human form in a vacuum and ignore the other two forms altogether?

    Have you considered that improving nova form would give the developers more leeway to improve the human form's ranged dpa numbers? The design might be flawed and clunky, but - like it or not - we're shapeshifters. We should have the option to play effectively in human form, but we should also have the option to benefit from having three forms. The current changes take that benefit away, and I refuse to accept the forms as some vestigial token. You've fought bitterly for years to promote the viability of human form, and now that you have that viability you seem to be saying that the other two forms should suffer the same fate.

    You didn't want to settle for two-thirds of an archetype, and I'm not going to settle for one-third. We have three forms. They should ALL have benefits.

    I'm not saying the current changes shouldn't go live - I'm saying that outside of the light form change they're not giving peacebringers enough overall benefit to merit what they're doing to the forms. I'm willing to play human form for now and be patient for other changes - but I'm drawing a line in the sushi: these changes need to be followed up with buffs to the forms.
  18. Quote:
    Originally Posted by Flux_Vector View Post
    The ranged attacks, though, don't hit hard enough to hold up their side of your attack chain.

    And yet looking at the numbers (and my own personal experience, having taken them and used them quite liberally myself) they hit every bit as hard as nova attacks. IMHO the notion that the human form ranged attacks are anemic is left over from the days before Castle increased human form's ranged modifier.

    In other words, the anemic quality of human form's ranged attacks is a myth in today's game - perpetuated by those of us who remember what they used to be and refuse to see them any other way, even in the face of numbers proving us wrong.

    You are, of course, free to dispute the numbers. Maybe there's something there that I'm missing, but from a purely damage standpoint they're roughly equal to the nova attacks even after nova's inherent damage boost is taken into account.
  19. Quote:
    Originally Posted by Zenyth View Post
    Just to note, Quantum Acceleration puts you in "only affecting self", you arent gonna be running it and blasting.
    Oh yeah, that's right. Well, okay insert combat jumping for better air control. Either way.
  20. Quote:
    Originally Posted by Grey Pilgrim View Post
    Smiling Joe, your one post is a bit too difficult to quote and respond to with all of the above as well, heh. Anyway, the previous paragraph is why I asked how you are getting your human form Peacebringer AOE numbers. Yes, Peacebringers technically have a lot of AOEs in human form, however, they ALL do KB, meaning you can at most stack two of them before the KB spreads them so far out that you're no longer hitting them all. It's not really sustainable, and also, I would never recommend taking the ranged AOE attacks to a Peacebringer player. Their damage is anemic and the KB doesn't mesh well with the far better melee attacks you have.

    For whatever reason I'm responding to things in random order today, but wanted to address this:

    From the spreadsheet I linked to, Nova (with the inner light power accounted for and normalized) has the following powers/damage:

    Bolt: 95
    Blast: 157
    Scatter: 155
    Detonation: 141

    Human form (also normalized for inner light) has the following ranged powers/damage:

    GE: 107
    Blast: 176

    When I plugged in a moderately slotted Scatter and Detonation, they looked like this:

    Proton Scatter: 146
    Luminous Detonation: 122

    Now maybe the nova does have a little bit of an edge, but I wouldn't call that anemic damage comparatively. Add in leadership toggles, two heals, melee powers and shields to stack with light form and there's really not much reason to worry about shifting into nova to do ranged damage.

    And only one of those ranged attacks does knockback as well.

    EDIT - and don't forget the aerial precision you're going to have from the new power added that only benefits human form. (which is ironic since nova's fly is inherent)
  21. Quote:
    Originally Posted by EvilGeko View Post
    Not really sure if you're serious or not. Changing Solar Flare to KD would by itself greatly increase the AoE damage potential of Peacebringers. The ability to use Solar Flare then immediately follow up with Detonation would help a lot.

    Not to mention the ability to leverage solar flare in teams.
    I do that now. So long as they haven't traveled outside the radius of the follow-up power it still hits, regardless of where they are when the damage is applied. Photon Seekers --> Dawn Strike would never be a possible combo otherwise.

    And even if you could continue AoE damaging a knocked down spawn with a third and even a fourth attack it still wouldn't even come close to bringing us up to par on the damage scale, so arguing that changing knockback to knockdown would solve all or even the majority of our problems (which was the post I was responding to) is a straw man argument that scapegoats knockback for what are in reality a number of problems that need addressed.

    It won't solve even half our problems.
  22. Quote:
    Originally Posted by Angelxman81 View Post
    Changing KB for KD would fix lots of the underperforming problems of the PBs.
    How so? Peacebringers would still be doing less damage and won't be any more survivable.

    In fact, given that knockback provides a healthy amount of personal soft mitigation, they would be less survivable.

    Ask to change kb to kd because it annoys you, but arguing that it will magically fix our performance issues isn't going to hold water.
  23. One thing touched on above that WOULD give White Dwarf more relevance is the addition of Psi Resistance JUST TO WHITE DWARF. That alone would be more than enough reason to have dwarf in the build IMHO.

    And I do believe it is our inherent that has the developers worrying about overpowering us.

    But one thing I want to mention - and should have made clear from the start - I am *very* aware that we were promised changes "sometime after I-21" and instead got an early present in the form of what look to be incremental changes. Regardless of any misgivings I might have about what was done, I am thrilled and grateful that anything at all could be done within the given time frame, and my thanks goes out to Arbiter Hawk and company for that. And to Grey Pilgrim for taking the impossible position of... well... arbiter (little "a").

    And if the current changes did turn out to be all we got, I'd respec into human form and be fairly happy.

    But I'd still push for something for the forms!
  24. Quote:
    Originally Posted by Zenyth View Post
    Lets be honest...if you ask ten people at random what kheldians can do, I imagine 7 to 9 are gonna tell you "shapeshift", the other three or so are gonna be one of three comments "Nothing worthwhile" (Bitter former player/Person who insists on finding an empath for every group), "I dont know" (Honestly doesnt know), and the last person actually frequents the kheld forums and will give a monologue about the problems with the AT, and their personal ideas for fixing it.

    And if you run around with alot of folks who fall into that "nothing worthwhile" category, then it really doesnt matter what they do, they're still gonna look at you funny just because you're still playing one.
    I know there's an answer to the poster's question in there somewhere, but I'm scotched if I can find it.

    I'll take an honest stab at it, though: Why should you go nova?

    Because you like it.

    Outside of IO's, you're not going to do any better in nova than you can in human with the changes currently on test. EDIT - not completely true. My math was wrong. You're still going to do a little better at AOE damage with Nova, but only by about 23 dps. But you're not going to do any worse, either. If you like nova, go with it. One thing worth pointing out is that inherent fitness will combine with nova's recovery boost to give you more endurance.

    Now, if you take IO's into account, you're going to have options. Nova can slot a performance shifter proc, so you'll have even more endurance than you would in human form. Nova's got an inherent tohit buff, so not as much accuracy is going to be needed in the attacks. Therefore you can slot for set bonuses as needed, or - even better IMHO - use the extra slots for procs. Achilles' Heel, Force Feedback and Explosive Strike procs are all good ones and will fit into every attack, giving you an almost guaranteed chance of resistance debuff, +recharge and extra damage with every attack chain cycle. Positron's Blast will slot into the aoe's for even more damage, and Decimation will slot into the ranged for a chance to hold.

    Yep, my current recommendation for Nova enthusiasts is to proc that sucker out, now more than ever.

    The biggest advantage Nova has over human form now isn't damage - it's proc potential.
  25. Quote:
    Originally Posted by Big_Soto View Post
    Thanks... I was a bit confused. Numbers give me a headache....lol But from I can tell is that PB's still do less damage than a WS?
    Yes, that has not changed - peacebringers do slightly more damage now than they did.